93 lines
1.8 KiB
Plaintext
93 lines
1.8 KiB
Plaintext
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Shader "Bakery/Simple Vertex Lightmapped"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float3 color : TEXCOORD2;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float3 _Color;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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// Decode baked HDR vertex color (RGBM)
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o.color = v.color.rgb * v.color.a * 8.0;
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o.color *= o.color;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float4 color = tex2D(_MainTex, i.uv);
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color.rgb *= _Color;
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// Apply vertex lightmap
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color.rgb *= i.color;
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UNITY_APPLY_FOG(i.fogCoord, color);
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return color;
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}
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ENDCG
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}
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Pass
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{
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Name "META"
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Tags {"LightMode"="Meta"}
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Cull Off
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CGPROGRAM
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#include"UnityStandardMeta.cginc"
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float4 frag_meta2 (v2f_meta i): SV_Target
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{
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UnityMetaInput o;
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UNITY_INITIALIZE_OUTPUT(UnityMetaInput, o);
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o.Albedo = tex2D(_MainTex, i.uv) * _Color;
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return UnityMetaFragment(o);
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}
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#pragma vertex vert_meta
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#pragma fragment frag_meta2
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ENDCG
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}
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}
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}
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